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3a02e90c3a
commit
08a8b155d7
@ -131,6 +131,24 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
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range = 4,
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range = 4,
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-- Trick to disable digging as well
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-- Trick to disable digging as well
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on_use = function() return end,
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on_use = function() return end,
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on_place = function(itemstack, player, pointed_thing)
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if pointed_thing and pointed_thing.type == "node" then
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-- Call on_rightclick if the pointed node defines it
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local node = minetest.get_node(pointed_thing.under)
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if player and not player:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, player, itemstack) or itemstack
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end
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end
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end
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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on_secondary_use = function(itemstack)
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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groups = {weapon=1,weapon_ranged=1,bow=1,enchantability=1},
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groups = {weapon=1,weapon_ranged=1,bow=1,enchantability=1},
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_mcl_uses = 385,
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_mcl_uses = 385,
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})
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})
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@ -140,11 +158,15 @@ local reset_bows = function(player)
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local inv = player:get_inventory()
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local inv = player:get_inventory()
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local list = inv:get_list("main")
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local list = inv:get_list("main")
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for place, stack in pairs(list) do
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for place, stack in pairs(list) do
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if stack:get_name()=="mcl_bows:bow_0" or stack:get_name()=="mcl_bows:bow_1" or stack:get_name()=="mcl_bows:bow_2" then
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if stack:get_name() == "mcl_bows:bow" or stack:get_name() == "mcl_bows:bow_enchanted" then
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stack:get_meta():set_string("active", "")
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elseif stack:get_name()=="mcl_bows:bow_0" or stack:get_name()=="mcl_bows:bow_1" or stack:get_name()=="mcl_bows:bow_2" then
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stack:set_name("mcl_bows:bow")
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stack:set_name("mcl_bows:bow")
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stack:get_meta():set_string("active", "")
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list[place] = stack
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list[place] = stack
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elseif stack:get_name()=="mcl_bows:bow_0_enchanted" or stack:get_name()=="mcl_bows:bow_1_enchanted" or stack:get_name()=="mcl_bows:bow_2_enchanted" then
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elseif stack:get_name()=="mcl_bows:bow_0_enchanted" or stack:get_name()=="mcl_bows:bow_1_enchanted" or stack:get_name()=="mcl_bows:bow_2_enchanted" then
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stack:set_name("mcl_bows:bow_enchanted")
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stack:set_name("mcl_bows:bow_enchanted")
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stack:get_meta():set_string("active", "")
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list[place] = stack
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list[place] = stack
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end
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end
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end
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end
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@ -177,6 +199,7 @@ for level=0, 2 do
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on_use = function() return end,
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on_use = function() return end,
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on_drop = function(itemstack, dropper, pos)
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on_drop = function(itemstack, dropper, pos)
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reset_bow_state(dropper)
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reset_bow_state(dropper)
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itemstack:get_meta():set_string("active", "")
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if mcl_enchanting.is_enchanted(itemstack:get_name()) then
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if mcl_enchanting.is_enchanted(itemstack:get_name()) then
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itemstack:set_name("mcl_bows:bow_enchanted")
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itemstack:set_name("mcl_bows:bow_enchanted")
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else
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else
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@ -202,7 +225,7 @@ controls.register_on_release(function(player, key, time)
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if (wielditem:get_name()=="mcl_bows:bow_0" or wielditem:get_name()=="mcl_bows:bow_1" or wielditem:get_name()=="mcl_bows:bow_2" or
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if (wielditem:get_name()=="mcl_bows:bow_0" or wielditem:get_name()=="mcl_bows:bow_1" or wielditem:get_name()=="mcl_bows:bow_2" or
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wielditem:get_name()=="mcl_bows:bow_0_enchanted" or wielditem:get_name()=="mcl_bows:bow_1_enchanted" or wielditem:get_name()=="mcl_bows:bow_2_enchanted") then
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wielditem:get_name()=="mcl_bows:bow_0_enchanted" or wielditem:get_name()=="mcl_bows:bow_1_enchanted" or wielditem:get_name()=="mcl_bows:bow_2_enchanted") then
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local has_shot = false
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local has_shot = false
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local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
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local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
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local speed, damage
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local speed, damage
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local p_load = bow_load[player:get_player_name()]
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local p_load = bow_load[player:get_player_name()]
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@ -242,13 +265,13 @@ controls.register_on_release(function(player, key, time)
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end
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end
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has_shot = player_shoot_arrow(wielditem, player, speed, damage, is_critical)
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has_shot = player_shoot_arrow(wielditem, player, speed, damage, is_critical)
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if enchanted then
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if enchanted then
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wielditem:set_name("mcl_bows:bow_enchanted")
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wielditem:set_name("mcl_bows:bow_enchanted")
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else
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else
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wielditem:set_name("mcl_bows:bow")
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wielditem:set_name("mcl_bows:bow")
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end
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end
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if has_shot and not minetest.is_creative_enabled(player:get_player_name()) then
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if has_shot and not minetest.is_creative_enabled(player:get_player_name()) then
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local durability = BOW_DURABILITY
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local durability = BOW_DURABILITY
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local unbreaking = mcl_enchanting.get_enchantment(wielditem, "unbreaking")
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local unbreaking = mcl_enchanting.get_enchantment(wielditem, "unbreaking")
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@ -270,7 +293,7 @@ controls.register_on_hold(function(player, key, time)
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end
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end
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local inv = minetest.get_inventory({type="player", name=name})
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local inv = minetest.get_inventory({type="player", name=name})
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local wielditem = player:get_wielded_item()
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local wielditem = player:get_wielded_item()
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if bow_load[name] == nil and (wielditem:get_name()=="mcl_bows:bow" or wielditem:get_name()=="mcl_bows:bow_enchanted") and (creative or get_arrow(player)) then
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if bow_load[name] == nil and (wielditem:get_name()=="mcl_bows:bow" or wielditem:get_name()=="mcl_bows:bow_enchanted") and wielditem:get_meta():get("active") and (creative or get_arrow(player)) then
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local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
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local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
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if enchanted then
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if enchanted then
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wielditem:set_name("mcl_bows:bow_0_enchanted")
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wielditem:set_name("mcl_bows:bow_0_enchanted")
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